Triple Jump 186.31ft
Manic Mallets 999
I'm researching some more minigames before TASing them.
Piece Out:
- When picking up a piece, there is a timer running from 100 to 0, decrementing every 1~3 frames (I don't know why it varies). When placing a piece, you are rewarded the remaining time as points.
- After filling the whole 5x7 field, you are rewarded points depending on how many pieces of the same color you placed. It doesn't matter if they are adjacent.
1 = 100 points
2 = 200 points
3 = 300 points
4 = 400 points
5 = 500 points
6 = 600 points
7 = 700 points
8 = 800 points
9 = 900 points
10 = 1000 points
11 = 1100 points
12 = 1200 points
13 = 1300 points
14 = 1400 points
15 = 1500 points
16 = 1600 points
17 = 1700 points
18 = 6942 points <-- at this point there are only 17 free spaces, so you can only get one big bonus per filled field.
19 = 7328 points
20 = 7714 points
21 = 8100 points
22 = 8485 points
23 = 8871 points
24 = 9257 points
25 = 9642 points
26 = 10028 points
27 = 10414 points
28 = 10800 points
29 = 11185 points
30 = 11571 points
31 = 11957 points
32 = 12342 points
33 = 12728 points
34 = 13114 points
35 = 13500 points
- You can luck-manipulate upcoming pieces by pausing.
-> The game first decides on a shape, and then on a color. You can pause between this decision-making in order to manipulate pieces.
-> The minigame will sometimes attempt to avoid colors if they have been given too much. So if you have 4 or 5 pieces on the conveyor belt of the same color, the next piece will not be the same color, sometimes, regardless what you do. <-- not confirmed.
-> Also, the minigame has rules on how many pieces of the same kind can roll on the conveyor belt successively. So for example, you can not get more than 3 1x1 pieces in a row.
Panic Pinball:
Hit middle brick: 10pt
Hit side brick: 20pt
Hit Goomba from above: 50pt + start roulette
Hit Goomba from below: 50pt + start roulette
Roulette, 3x mushroom: 500pt
Roulette, 3x fireflower: 1000pt
Roulette, 3x starman: 2000pt
Through pipe: 200pt
10 bouncer: 10pt
50 bouncer: 50pt
100 bouncer: 100pt
Hit Bowser: 100pt + decrement counter
When a ball goes into the green pipe, I think it can come out on either side. But this isn't confirmed.
All that being said, opponents can help out by decrementing bowser's counter so one side gets extra balls over and over.
I'm not going to TAS this minigame because there is very little precision involved. Only a lot of trial and error and with the extra balls, that's something I would rather stay away from. Also the roulette RNG is not consistently manipulable.
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EDIT:
Will Flower 5"13 (2F faster than previous record 5"16) is possible with pause trick. This seems to be the best score possible within the game's limits.